1 Minetest Lua Client Modding API Reference 0.5.0
2 ================================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
9 ** WARNING: The client API is currently unstable, and may break/change without warning. **
11 Content and functionality can be added to Minetest 0.4.15-dev+ by using Lua
12 scripting in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things that is loaded by and interfaces with Minetest.
17 Transferring client-sided mods from the server to the client is planned, but not implemented yet.
19 If you see a deficiency in the API, feel free to attempt to add the
20 functionality in the engine and API. You can send such improvements as
21 source code patches on GitHub (https://github.com/minetest/minetest).
25 If you have any difficulty in understanding this, please read
26 [Programming in Lua](http://www.lua.org/pil/).
30 Mods are loaded during client startup from the mod load paths by running
31 the `init.lua` scripts in a shared environment.
35 * `RUN_IN_PLACE=1` (Windows release, local build)
37 * Linux: `<build directory>`
38 * Windows: `<build directory>`
40 * Linux: `<build directory>`
41 * Windows: `<build directory>`
42 * `RUN_IN_PLACE=0`: (Linux release)
44 * Linux: `/usr/share/minetest`
45 * Windows: `<install directory>/minetest-0.4.x`
47 * Linux: `$HOME/.minetest`
48 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
54 * `$path_share/clientmods/`
55 * `$path_user/clientmods/` (User-installed mods)
57 In a run-in-place version (e.g. the distributed windows version):
59 * `minetest-0.4.x/clientmods/` (User-installed mods)
61 On an installed version on Linux:
63 * `/usr/share/minetest/clientmods/`
64 * `$HOME/.minetest/clientmods/` (User-installed mods)
68 **NOTE: Not implemented yet.**
70 Mods can be put in a subdirectory, if the parent directory, which otherwise
71 should be a mod, contains a file named `modpack.txt`. This file shall be
72 empty, except for lines starting with `#`, which are comments.
74 Mod directory structure
75 ------------------------
84 The location of this directory.
87 List of mods that have to be loaded before loading this mod.
89 A single line contains a single modname.
91 Optional dependencies can be defined by appending a question mark
92 to a single modname. Their meaning is that if the specified mod
93 is missing, that does not prevent this mod from being loaded.
96 The main Lua script. Running this script should register everything it
97 wants to register. Subsequent execution depends on minetest calling the
100 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
101 to read custom or existing settings at load time, if necessary.
104 Media files (sounds) that will be transferred to the
105 client and will be available for use by the mod.
107 Naming convention for registered textual names
108 ----------------------------------------------
109 Registered names should generally be in this format:
111 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
113 This is to prevent conflicting names from corrupting maps and is
114 enforced by the mod loader.
117 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
118 So the name should be `experimental:tnt`.
120 Enforcement can be overridden by prefixing the name with `:`. This can
121 be used for overriding the registrations of some other mod.
123 Example: Any mod can redefine `experimental:tnt` by using the name
128 (also that mod is required to have `experimental` as a dependency)
130 The `:` prefix can also be used for maintaining backwards compatibility.
134 **NOTE: max_hear_distance and connecting to objects is not implemented.**
136 Only Ogg Vorbis files are supported.
138 For positional playing of sounds, only single-channel (mono) files are
139 supported. Otherwise OpenAL will play them non-positionally.
141 Mods should generally prefix their sounds with `modname_`, e.g. given
142 the mod name "`foomod`", a sound could be called:
146 Sounds are referred to by their name with a dot, a single digit and the
147 file extension stripped out. When a sound is played, the actual sound file
148 is chosen randomly from the matching sounds.
150 When playing the sound `foomod_foosound`, the sound is chosen randomly
151 from the available ones of the following files:
153 * `foomod_foosound.ogg`
154 * `foomod_foosound.0.ogg`
155 * `foomod_foosound.1.ogg`
157 * `foomod_foosound.9.ogg`
159 Examples of sound parameter tables:
163 gain = 1.0, -- default
165 -- Play locationless, looped
167 gain = 1.0, -- default
170 -- Play in a location
172 pos = {x = 1, y = 2, z = 3},
173 gain = 1.0, -- default
174 max_hear_distance = 32, -- default, uses an euclidean metric
176 -- Play connected to an object, looped
178 object = <an ObjectRef>,
179 gain = 1.0, -- default
180 max_hear_distance = 32, -- default, uses an euclidean metric
184 Looped sounds must either be connected to an object or played locationless.
188 * e.g. `"default_place_node"`
190 * e.g. `{name = "default_place_node"}`
191 * e.g. `{name = "default_place_node", gain = 1.0}`
193 Representations of simple things
194 --------------------------------
198 {x=num, y=num, z=num}
200 For helper functions see "Vector helpers".
204 * `{type="node", under=pos, above=pos}`
205 * `{type="object", id=ObjectID}`
207 Flag Specifier Format
208 ---------------------
209 Flags using the standardized flag specifier format can be specified in either of
210 two ways, by string or table.
212 The string format is a comma-delimited set of flag names; whitespace and
213 unrecognized flag fields are ignored. Specifying a flag in the string sets the
214 flag, and specifying a flag prefixed by the string `"no"` explicitly
215 clears the flag from whatever the default may be.
217 In addition to the standard string flag format, the schematic flags field can
218 also be a table of flag names to boolean values representing whether or not the
219 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
220 is present, mapped to a boolean of any value, the specified flag is unset.
222 E.g. A flag field of value
224 {place_center_x = true, place_center_y=false, place_center_z=true}
228 {place_center_x = true, noplace_center_y=true, place_center_z=true}
230 which is equivalent to
232 "place_center_x, noplace_center_y, place_center_z"
236 "place_center_x, place_center_z"
238 since, by default, no schematic attributes are set.
242 Formspec defines a menu. It is a string, with a somewhat strange format.
244 Spaces and newlines can be inserted between the blocks, as is used in the
252 list[context;main;0,0;8,4;]
253 list[current_player;main;0,5;8,4;]
258 list[context;fuel;2,3;1,1;]
259 list[context;src;2,1;1,1;]
260 list[context;dst;5,1;2,2;]
261 list[current_player;main;0,5;8,4;]
263 #### Minecraft-like player inventory
266 image[1,0.6;1,2;player.png]
267 list[current_player;main;0,3.5;8,4;]
268 list[current_player;craft;3,0;3,3;]
269 list[current_player;craftpreview;7,1;1,1;]
273 #### `size[<W>,<H>,<fixed_size>]`
274 * Define the size of the menu in inventory slots
275 * `fixed_size`: `true`/`false` (optional)
276 * deprecated: `invsize[<W>,<H>;]`
278 #### `container[<X>,<Y>]`
279 * Start of a container block, moves all physical elements in the container by (X, Y)
280 * Must have matching container_end
281 * Containers can be nested, in which case the offsets are added
282 (child containers are relative to parent containers)
284 #### `container_end[]`
285 * End of a container, following elements are no longer relative to this container
287 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
288 * Show an inventory list
290 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
291 * Show an inventory list
293 #### `listring[<inventory location>;<list name>]`
294 * Allows to create a ring of inventory lists
295 * Shift-clicking on items in one element of the ring
296 will send them to the next inventory list inside the ring
297 * The first occurrence of an element inside the ring will
298 determine the inventory where items will be sent to
301 * Shorthand for doing `listring[<inventory location>;<list name>]`
302 for the last two inventory lists added by list[...]
304 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
305 * Sets background color of slots as `ColorString`
306 * Sets background color of slots on mouse hovering
308 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
309 * Sets background color of slots as `ColorString`
310 * Sets background color of slots on mouse hovering
311 * Sets color of slots border
313 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
314 * Sets background color of slots as `ColorString`
315 * Sets background color of slots on mouse hovering
316 * Sets color of slots border
317 * Sets default background color of tooltips
318 * Sets default font color of tooltips
320 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
321 * Adds tooltip for an element
322 * `<bgcolor>` tooltip background color as `ColorString` (optional)
323 * `<fontcolor>` tooltip font color as `ColorString` (optional)
325 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
327 * Position and size units are inventory slots
329 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
330 * Show an inventory image of registered item/node
331 * Position and size units are inventory slots
333 #### `bgcolor[<color>;<fullscreen>]`
334 * Sets background color of formspec as `ColorString`
335 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
337 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
338 * Use a background. Inventory rectangles are not drawn then.
339 * Position and size units are inventory slots
340 * Example for formspec 8x4 in 16x resolution: image shall be sized
341 8 times 16px times 4 times 16px.
343 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
344 * Use a background. Inventory rectangles are not drawn then.
345 * Position and size units are inventory slots
346 * Example for formspec 8x4 in 16x resolution:
347 image shall be sized 8 times 16px times 4 times 16px
348 * If `true` the background is clipped to formspec size
349 (`x` and `y` are used as offset values, `w` and `h` are ignored)
351 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
352 * Textual password style field; will be sent to server when a button is clicked
353 * When enter is pressed in field, fields.key_enter_field will be sent with the name
355 * `x` and `y` position the field relative to the top left of the menu
356 * `w` and `h` are the size of the field
357 * Fields are a set height, but will be vertically centred on `h`
358 * Position and size units are inventory slots
359 * `name` is the name of the field as returned in fields to `on_receive_fields`
360 * `label`, if not blank, will be text printed on the top left above the field
361 * See field_close_on_enter to stop enter closing the formspec
363 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
364 * Textual field; will be sent to server when a button is clicked
365 * When enter is pressed in field, fields.key_enter_field will be sent with the name
367 * `x` and `y` position the field relative to the top left of the menu
368 * `w` and `h` are the size of the field
369 * Fields are a set height, but will be vertically centred on `h`
370 * Position and size units are inventory slots
371 * `name` is the name of the field as returned in fields to `on_receive_fields`
372 * `label`, if not blank, will be text printed on the top left above the field
373 * `default` is the default value of the field
374 * `default` may contain variable references such as `${text}'` which
375 will fill the value from the metadata value `text`
376 * **Note**: no extra text or more than a single variable is supported ATM.
377 * See field_close_on_enter to stop enter closing the formspec
379 #### `field[<name>;<label>;<default>]`
380 * As above, but without position/size units
381 * When enter is pressed in field, fields.key_enter_field will be sent with the name
383 * Special field for creating simple forms, such as sign text input
384 * Must be used without a `size[]` element
385 * A "Proceed" button will be added automatically
386 * See field_close_on_enter to stop enter closing the formspec
388 #### `field_close_on_enter[<name>;<close_on_enter>]`
389 * <name> is the name of the field
390 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
391 * defaults to true when not specified (ie: no tag for a field)
393 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
394 * Same as fields above, but with multi-line input
396 #### `label[<X>,<Y>;<label>]`
397 * `x` and `y` work as per field
398 * `label` is the text on the label
399 * Position and size units are inventory slots
401 #### `vertlabel[<X>,<Y>;<label>]`
402 * Textual label drawn vertically
403 * `x` and `y` work as per field
404 * `label` is the text on the label
405 * Position and size units are inventory slots
407 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
408 * Clickable button. When clicked, fields will be sent.
409 * `x`, `y` and `name` work as per field
410 * `w` and `h` are the size of the button
411 * Fixed button height. It will be vertically centred on `h`
412 * `label` is the text on the button
413 * Position and size units are inventory slots
415 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
416 * `x`, `y`, `w`, `h`, and `name` work as per button
417 * `texture name` is the filename of an image
418 * Position and size units are inventory slots
420 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
421 * `x`, `y`, `w`, `h`, and `name` work as per button
422 * `texture name` is the filename of an image
423 * Position and size units are inventory slots
424 * `noclip=true` means the image button doesn't need to be within specified formsize
425 * `drawborder`: draw button border or not
426 * `pressed texture name` is the filename of an image on pressed state
428 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
429 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
430 * `item name` is the registered name of an item/node,
431 tooltip will be made out of its description
432 to override it use tooltip element
433 * Position and size units are inventory slots
435 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
436 * When clicked, fields will be sent and the form will quit.
438 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
439 * When clicked, fields will be sent and the form will quit.
441 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
442 * Scrollable item list showing arbitrary text elements
443 * `x` and `y` position the itemlist relative to the top left of the menu
444 * `w` and `h` are the size of the itemlist
445 * `name` fieldname sent to server on doubleclick value is current selected element
446 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
447 * if you want a listelement to start with "#" write "##".
449 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
450 * Scrollable itemlist showing arbitrary text elements
451 * `x` and `y` position the item list relative to the top left of the menu
452 * `w` and `h` are the size of the item list
453 * `name` fieldname sent to server on doubleclick value is current selected element
454 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
455 * if you want a listelement to start with "#" write "##"
456 * Index to be selected within textlist
457 * `true`/`false`: draw transparent background
458 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
460 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
461 * Show a tab**header** at specific position (ignores formsize)
462 * `x` and `y` position the itemlist relative to the top left of the menu
463 * `name` fieldname data is transferred to Lua
464 * `caption 1`...: name shown on top of tab
465 * `current_tab`: index of selected tab 1...
466 * `transparent` (optional): show transparent
467 * `draw_border` (optional): draw border
469 #### `box[<X>,<Y>;<W>,<H>;<color>]`
470 * Simple colored semitransparent box
471 * `x` and `y` position the box relative to the top left of the menu
472 * `w` and `h` are the size of box
473 * `color` is color specified as a `ColorString`
475 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
476 * Show a dropdown field
477 * **Important note**: There are two different operation modes:
478 1. handle directly on change (only changed dropdown is submitted)
479 2. read the value on pressing a button (all dropdown values are available)
480 * `x` and `y` position of dropdown
482 * Fieldname data is transferred to Lua
483 * Items to be shown in dropdown
484 * Index of currently selected dropdown item
486 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
488 * `x` and `y`: position of checkbox
489 * `name` fieldname data is transferred to Lua
490 * `label` to be shown left of checkbox
491 * `selected` (optional): `true`/`false`
493 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
495 * There are two ways to use it:
496 1. handle the changed event (only changed scrollbar is available)
497 2. read the value on pressing a button (all scrollbars are available)
498 * `x` and `y`: position of trackbar
499 * `w` and `h`: width and height
500 * `orientation`: `vertical`/`horizontal`
501 * Fieldname data is transferred to Lua
502 * Value this trackbar is set to (`0`-`1000`)
503 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
505 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
506 * Show scrollable table using options defined by the previous `tableoptions[]`
507 * Displays cells as defined by the previous `tablecolumns[]`
508 * `x` and `y`: position the itemlist relative to the top left of the menu
509 * `w` and `h` are the size of the itemlist
510 * `name`: fieldname sent to server on row select or doubleclick
511 * `cell 1`...`cell n`: cell contents given in row-major order
512 * `selected idx`: index of row to be selected within table (first row = `1`)
513 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
515 #### `tableoptions[<opt 1>;<opt 2>;...]`
516 * Sets options for `table[]`
518 * default text color (`ColorString`), defaults to `#FFFFFF`
519 * `background=#RRGGBB`
520 * table background color (`ColorString`), defaults to `#000000`
521 * `border=<true/false>`
522 * should the table be drawn with a border? (default: `true`)
523 * `highlight=#RRGGBB`
524 * highlight background color (`ColorString`), defaults to `#466432`
525 * `highlight_text=#RRGGBB`
526 * highlight text color (`ColorString`), defaults to `#FFFFFF`
527 * `opendepth=<value>`
528 * all subtrees up to `depth < value` are open (default value = `0`)
529 * only useful when there is a column of type "tree"
531 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
532 * Sets columns for `table[]`
533 * Types: `text`, `image`, `color`, `indent`, `tree`
534 * `text`: show cell contents as text
535 * `image`: cell contents are an image index, use column options to define images
536 * `color`: cell contents are a ColorString and define color of following cell
537 * `indent`: cell contents are a number and define indentation of following cell
538 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
541 * for `text` and `image`: content alignment within cells.
542 Available values: `left` (default), `center`, `right`, `inline`
544 * for `text` and `image`: minimum width in em (default: `0`)
545 * for `indent` and `tree`: indent width in em (default: `1.5`)
546 * `padding=<value>`: padding left of the column, in em (default `0.5`).
547 Exception: defaults to 0 for indent columns
548 * `tooltip=<value>`: tooltip text (default: empty)
549 * `image` column options:
550 * `0=<value>` sets image for image index 0
551 * `1=<value>` sets image for image index 1
552 * `2=<value>` sets image for image index 2
553 * and so on; defined indices need not be contiguous empty or
554 non-numeric cells are treated as `0`.
555 * `color` column options:
556 * `span=<value>`: number of following columns to affect (default: infinite)
558 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
559 pass key press events to formspec!
563 * `vector.new(a[, b, c])`: returns a vector:
564 * A copy of `a` if `a` is a vector.
565 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
566 * `vector.direction(p1, p2)`: returns a vector
567 * `vector.distance(p1, p2)`: returns a number
568 * `vector.length(v)`: returns a number
569 * `vector.normalize(v)`: returns a vector
570 * `vector.floor(v)`: returns a vector, each dimension rounded down
571 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
572 * `vector.apply(v, func)`: returns a vector
573 * `vector.equals(v1, v2)`: returns a boolean
575 For the following functions `x` can be either a vector or a number:
577 * `vector.add(v, x)`: returns a vector
578 * `vector.subtract(v, x)`: returns a vector
579 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
580 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
584 * `dump2(obj, name="_", dumped={})`
585 * Return object serialized as a string, handles reference loops
586 * `dump(obj, dumped={})`
587 * Return object serialized as a string
589 * Get the hypotenuse of a triangle with legs x and y.
590 Useful for distance calculation.
591 * `math.sign(x, tolerance)`
592 * Get the sign of a number.
593 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
594 * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
595 * If `max_splits` is negative, do not limit splits.
596 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
597 * e.g. `string:split("a,b", ",") == {"a","b"}`
599 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
600 * `minetest.wrap_text(str, limit)`: returns a string
601 * Adds new lines to the string to keep it within the specified character limit
602 * limit: Maximal amount of characters in one line
603 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
604 * Convert position to a printable string
605 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
606 * `minetest.string_to_pos(string)`: returns a position
607 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
608 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
609 * Converts a string representing an area box into two positions
610 * `minetest.is_yes(arg)`
611 * returns whether `arg` can be interpreted as yes
612 * `table.copy(table)`: returns a table
613 * returns a deep copy of `table`
615 Minetest namespace reference
616 ------------------------------
620 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
621 * `minetest.get_language()`: returns the currently set gettext language.
622 * `minetest.get_version()`: returns a table containing components of the
623 engine version. Components:
624 * `project`: Name of the project, eg, "Minetest"
625 * `string`: Simple version, eg, "1.2.3-dev"
626 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
627 Use this for informational purposes only. The information in the returned
628 table does not represent the capabilities of the engine, nor is it
629 reliable or verifiable. Compatible forks will have a different name and
630 version entirely. To check for the presence of engine features, test
631 whether the functions exported by the wanted features exist. For example:
632 `if minetest.check_for_falling then ... end`.
633 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
634 * `data`: string of data to hash
635 * `raw`: return raw bytes instead of hex digits, default: false
638 * `minetest.debug(...)`
639 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
640 * `minetest.log([level,] text)`
641 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
642 `"info"`, or `"verbose"`. Default is `"none"`.
644 ### Global callback registration functions
645 Call these functions only at load time!
647 * `minetest.register_globalstep(func(dtime))`
648 * Called every client environment step, usually interval of 0.1s
649 * `minetest.register_on_shutdown(func())`
650 * Called before client shutdown
651 * **Warning**: If the client terminates abnormally (i.e. crashes), the registered
652 callbacks **will likely not be run**. Data should be saved at
653 semi-frequent intervals as well as on server shutdown.
654 * `minetest.register_on_receiving_chat_message(func(message))`
655 * Called always when a client receive a message
656 * Return `true` to mark the message as handled, which means that it will not be shown to chat
657 * `minetest.register_on_sending_chat_message(func(message))`
658 * Called always when a client send a message from chat
659 * Return `true` to mark the message as handled, which means that it will not be sent to server
660 * `minetest.register_chatcommand(cmd, chatcommand definition)`
661 * Adds definition to minetest.registered_chatcommands
662 * `minetest.unregister_chatcommand(name)`
663 * Unregisters a chatcommands registered with register_chatcommand.
664 * `minetest.register_on_death(func())`
665 * Called when the local player dies
666 * `minetest.register_on_hp_modification(func(hp))`
667 * Called when server modified player's HP
668 * `minetest.register_on_damage_taken(func(hp))`
669 * Called when the local player take damages
670 * `minetest.register_on_formspec_input(func(formname, fields))`
671 * Called when a button is pressed in the local player's inventory form
672 * Newest functions are called first
673 * If function returns `true`, remaining functions are not called
674 * `minetest.register_on_dignode(func(pos, node))`
675 * Called when the local player digs a node
676 * Newest functions are called first
677 * If any function returns true, the node isn't dug
678 * `minetest.register_on_punchnode(func(pos, node))`
679 * Called when the local player punches a node
680 * Newest functions are called first
681 * If any function returns true, the punch is ignored
682 * `minetest.register_on_placenode(function(pointed_thing, node))`
683 * Called when a node has been placed
684 * `minetest.register_on_item_use(func(item, pointed_thing))`
685 * Called when the local player uses an item.
686 * Newest functions are called first.
687 * If any function returns true, the item use is not sent to server.
688 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
689 * Called when an incoming mod channel message is received
690 * You must have joined some channels before, and server must acknowledge the
692 * If message comes from a server mod, `sender` field is an empty string.
693 * `minetest.register_on_modchannel_signal(func(channel_name, signal))`
694 * Called when a valid incoming mod channel signal is received
695 * Signal id permit to react to server mod channel events
696 * Possible values are:
701 4: event_on_not_joined_channel
703 * `minetest.register_on_inventory_open(func(inventory))`
704 * Called when the local player open inventory
705 * Newest functions are called first
706 * If any function returns true, inventory doesn't open
708 * `minetest.sound_play(spec, parameters)`: returns a handle
709 * `spec` is a `SimpleSoundSpec`
710 * `parameters` is a sound parameter table
711 * `minetest.sound_stop(handle)`
714 * `minetest.after(time, func, ...)`
715 * Call the function `func` after `time` seconds, may be fractional
716 * Optional: Variable number of arguments that are passed to `func`
717 * `minetest.get_us_time()`
718 * Returns time with microsecond precision. May not return wall time.
719 * `minetest.get_day_count()`
720 * Returns number days elapsed since world was created, accounting for time changes.
721 * `minetest.get_timeofday()`
722 * Returns the time of day: `0` for midnight, `0.5` for midday
725 * `minetest.get_node_or_nil(pos)`
726 * Returns the node at the given position as table in the format
727 `{name="node_name", param1=0, param2=0}`, returns `nil`
728 for unloaded areas or flavor limited areas.
729 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
730 * `radius`: using a maximum metric
731 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
732 * `search_center` is an optional boolean (default: `false`)
733 If true `pos` is also checked for the nodes
734 * `minetest.get_meta(pos)`
735 * Get a `NodeMetaRef` at that position
736 * `minetest.get_node_level(pos)`
737 * get level of leveled node (water, snow)
738 * `minetest.get_node_max_level(pos)`
739 * get max available level for leveled node
742 * `minetest.get_wielded_item()`
743 * Returns the itemstack the local player is holding
744 * `minetest.send_chat_message(message)`
745 * Act as if `message` was typed by the player into the terminal.
746 * `minetest.run_server_chatcommand(cmd, param)`
747 * Alias for `minetest.send_chat_message("/" .. cmd .. " " .. param)`
748 * `minetest.clear_out_chat_queue()`
749 * Clears the out chat queue
750 * `minetest.localplayer`
751 * Reference to the LocalPlayer object. See [`LocalPlayer`](#localplayer) class reference for methods.
754 * `minetest.get_privilege_list()`
755 * Returns a list of privileges the current player has in the format `{priv1=true,...}`
756 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
757 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
758 * Convert between two privilege representations
760 ### Client Environment
761 * `minetest.get_player_names()`
762 * Returns list of player names on server
763 * `minetest.disconnect()`
764 * Disconnect from the server and exit to main menu.
765 * Returns `false` if the client is already disconnecting otherwise returns `true`.
766 * `minetest.take_screenshot()`
768 * `minetest.get_server_info()`
769 * Returns [server info](#server-info).
770 * `minetest.send_respawn()`
771 * Sends a respawn request to the server.
774 * `minetest.get_mod_storage()`:
775 * returns reference to mod private `StorageRef`
776 * must be called during mod load time
779 ![Mod channels communication scheme](docs/mod channels.png)
781 * `minetest.mod_channel_join(channel_name)`
782 * Client joins channel `channel_name`, and creates it, if necessary. You
783 should listen from incoming messages with `minetest.register_on_modchannel_message`
784 call to receive incoming messages. Warning, this function is asynchronous.
787 * `minetest.add_particle(particle definition)`
789 * `minetest.add_particlespawner(particlespawner definition)`
790 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
791 * Returns an `id`, and -1 if adding didn't succeed
793 * `minetest.delete_particlespawner(id)`
794 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
797 * `minetest.parse_json(string[, nullvalue])`: returns something
798 * Convert a string containing JSON data into the Lua equivalent
799 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
800 * On success returns a table, a string, a number, a boolean or `nullvalue`
801 * On failure outputs an error message and returns `nil`
802 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
803 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
804 * Convert a Lua table into a JSON string
805 * styled: Outputs in a human-readable format if this is set, defaults to false
806 * Unserializable things like functions and userdata are saved as null.
807 * **Warning**: JSON is more strict than the Lua table format.
808 1. You can only use strings and positive integers of at least one as keys.
809 2. You can not mix string and integer keys.
810 This is due to the fact that JSON has two distinct array and object values.
811 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
812 * `minetest.serialize(table)`: returns a string
813 * Convert a table containing tables, strings, numbers, booleans and `nil`s
814 into string form readable by `minetest.deserialize`
815 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
816 * `minetest.deserialize(string)`: returns a table
817 * Convert a string returned by `minetest.deserialize` into a table
818 * `string` is loaded in an empty sandbox environment.
819 * Will load functions, but they cannot access the global environment.
820 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
821 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
822 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
823 * `minetest.compress(data, method, ...)`: returns `compressed_data`
824 * Compress a string of data.
825 * `method` is a string identifying the compression method to be used.
826 * Supported compression methods:
827 * Deflate (zlib): `"deflate"`
828 * `...` indicates method-specific arguments. Currently defined arguments are:
829 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
830 * `minetest.decompress(compressed_data, method, ...)`: returns data
831 * Decompress a string of data (using ZLib).
832 * See documentation on `minetest.compress()` for supported compression methods.
833 * currently supported.
834 * `...` indicates method-specific arguments. Currently, no methods use this.
835 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
836 * Each argument is a 8 Bit unsigned integer
837 * Returns the ColorString from rgb or rgba values
838 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
839 * `minetest.encode_base64(string)`: returns string encoded in base64
840 * Encodes a string in base64.
841 * `minetest.decode_base64(string)`: returns string
842 * Decodes a string encoded in base64.
843 * `minetest.gettext(string)` : returns string
844 * look up the translation of a string in the gettext message catalog
845 * `fgettext_ne(string, ...)`
846 * call minetest.gettext(string), replace "$1"..."$9" with the given
847 extra arguments and return the result
848 * `fgettext(string, ...)` : returns string
849 * same as fgettext_ne(), but calls minetest.formspec_escape before returning result
850 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
851 * returns the exact position on the surface of a pointed node
852 * `minetest.global_exists(name)`
853 * Checks if a global variable has been set, without triggering a warning.
856 * `minetest.ui.minimap`
857 * Reference to the minimap object. See [`Minimap`](#minimap) class reference for methods.
858 * If client disabled minimap (using enable_minimap setting) this reference will be nil.
860 * Reference to the camera object. See [`Camera`](#camera) class reference for methods.
861 * `minetest.show_formspec(formname, formspec)` : returns true on success
862 * Shows a formspec to the player
863 * `minetest.display_chat_message(message)` returns true on success
864 * Shows a chat message to the current player.
871 An interface to use mod channels on client and server
874 * `leave()`: leave the mod channel.
875 * Client leaves channel `channel_name`.
876 * No more incoming or outgoing messages can be sent to this channel from client mods.
877 * This invalidate all future object usage
878 * Ensure your set mod_channel to nil after that to free Lua resources
879 * `is_writeable()`: returns true if channel is writable and mod can send over it.
880 * `send_all(message)`: Send `message` though the mod channel.
881 * If mod channel is not writable or invalid, message will be dropped.
882 * Message size is limited to 65535 characters by protocol.
885 An interface to manipulate minimap on client UI
888 * `show()`: shows the minimap (if not disabled by server)
889 * `hide()`: hides the minimap
890 * `set_pos(pos)`: sets the minimap position on screen
891 * `get_pos()`: returns the minimap current position
892 * `set_angle(deg)`: sets the minimap angle in degrees
893 * `get_angle()`: returns the current minimap angle in degrees
894 * `set_mode(mode)`: sets the minimap mode (0 to 6)
895 * `get_mode()`: returns the current minimap mode
896 * `set_shape(shape)`: Sets the minimap shape. (0 = square, 1 = round)
897 * `get_shape()`: Gets the minimap shape. (0 = square, 1 = round)
900 An interface to get or set information about the camera and camera-node.
901 Please do not try to access the reference until the camera is initialized, otherwise the reference will be nil.
904 * `set_camera_mode(mode)`
905 * Pass `0` for first-person, `1` for third person, and `2` for third person front
906 * `get_camera_mode()`
907 * Returns 0, 1, or 2 as described above
921 * Returns position of camera with view bobbing
923 * Returns eye offset vector
925 * Returns eye direction unit vector
926 * `get_look_vertical()`
927 * Returns pitch in radians
928 * `get_look_horizontal()`
929 * Returns yaw in radians
930 * `get_aspect_ratio()`
931 * Returns aspect ratio of screen
934 An interface to retrieve information about the player.
939 * returns current player current position
941 * returns player speed vector
945 * returns player name
947 * returns true if player is attached
948 * `is_touching_ground()`
949 * returns true if player touching ground
951 * returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface)
952 * `is_in_liquid_stable()`
953 * returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player)
954 * `get_liquid_viscosity()`
955 * returns liquid viscosity (Gets the viscosity of liquid to calculate friction)
957 * returns true if player is climbing
958 * `swimming_vertical()`
959 * returns true if player is swimming in vertical
960 * `get_physics_override()`
969 sneak_glitch = boolean
973 * `get_override_pos()`
974 * returns override position
976 * returns last player position before the current client step
977 * `get_last_velocity()`
978 * returns last player speed
980 * returns the player's breath
981 * `get_movement_acceleration()`
982 * returns acceleration of the player in different environments:
992 * `get_movement_speed()`
993 * returns player's speed in different environments:
1006 * returns player's movement in different environments:
1010 liquid_fluidity = float,
1011 liquid_sink = float,
1012 liquid_fluidity_smooth = float,
1017 * `get_last_look_horizontal()`:
1018 * returns last look horizontal angle
1019 * `get_last_look_vertical()`:
1020 * returns last look vertical angle
1021 * `get_key_pressed()`:
1022 * returns last key typed by the player
1023 * `hud_add(definition)`
1024 * add a HUD element described by HUD def, returns ID number on success and `nil` on failure.
1025 * See [`HUD definition`](#hud-definition-hud_add-hud_get)
1027 * returns the [`definition`](#hud-definition-hud_add-hud_get) of the HUD with that ID number or `nil`, if non-existent.
1029 * remove the HUD element of the specified id, returns `true` on success
1030 * `hud_change(id, stat, value)`
1031 * change a value of a previously added HUD element
1032 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
1033 * Returns `true` on success, otherwise returns `nil`
1036 An interface to read config files in the format of `minetest.conf`.
1038 It can be created via `Settings(filename)`.
1041 * `get(key)`: returns a value
1042 * `get_bool(key)`: returns a boolean
1044 * `remove(key)`: returns a boolean (`true` for success)
1045 * `get_names()`: returns `{key1,...}`
1046 * `write()`: returns a boolean (`true` for success)
1047 * write changes to file
1048 * `to_table()`: returns `{[key1]=value1,...}`
1051 Node metadata: reference extra data and functionality stored in a node.
1052 Can be obtained via `minetest.get_meta(pos)`.
1055 * `get_string(name)`
1058 * `to_table()`: returns `nil` or a table with keys:
1059 * `fields`: key-value storage
1060 * `inventory`: `{list1 = {}, ...}}`
1064 * `minetest.get_node_def(nodename)`
1065 * Returns [node definition](#node-definition) table of `nodename`
1066 * `minetest.get_item_def(itemstring)`
1067 * Returns item definition table of `itemstring`
1069 #### Node Definition
1073 has_on_construct = bool, -- Whether the node has the on_construct callback defined
1074 has_on_destruct = bool, -- Whether the node has the on_destruct callback defined
1075 has_after_destruct = bool, -- Whether the node has the after_destruct callback defined
1076 name = string, -- The name of the node e.g. "air", "default:dirt"
1077 groups = table, -- The groups of the node
1078 paramtype = string, -- Paramtype of the node
1079 paramtype2 = string, -- ParamType2 of the node
1080 drawtype = string, -- Drawtype of the node
1081 mesh = <string>, -- Mesh name if existant
1082 minimap_color = <Color>, -- Color of node on minimap *May not exist*
1083 visual_scale = number, -- Visual scale of node
1084 alpha = number, -- Alpha of the node. Only used for liquids
1085 color = <Color>, -- Color of node *May not exist*
1086 palette_name = <string>, -- Filename of palette *May not exist*
1087 palette = <{ -- List of colors
1091 waving = number, -- 0 of not waving, 1 if waving
1092 connect_sides = number, -- Used for connected nodes
1093 connects_to = { -- List of nodes to connect to
1097 post_effect_color = Color, -- Color overlayed on the screen when the player is in the node
1098 leveled = number, -- Max level for node
1099 sunlight_propogates = bool, -- Whether light passes through the block
1100 light_source = number, -- Light emitted by the block
1101 is_ground_content = bool, -- Whether caves should cut through the node
1102 walkable = bool, -- Whether the player collides with the node
1103 pointable = bool, -- Whether the player can select the node
1104 diggable = bool, -- Whether the player can dig the node
1105 climbable = bool, -- Whether the player can climb up the node
1106 buildable_to = bool, -- Whether the player can replace the node by placing a node on it
1107 rightclickable = bool, -- Whether the player can place nodes pointing at this node
1108 damage_per_second = number, -- HP of damage per second when the player is in the node
1109 liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist*
1110 liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
1111 liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
1112 liquid_viscosity = <number>, -- How fast the liquid flows *May not exist*
1113 liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist*
1114 liquid_range = <number>, -- How far the liquid flows *May not exist*
1115 drowning = bool, -- Whether the player will drown in the node
1116 floodable = bool, -- Whether nodes will be replaced by liquids (flooded)
1117 node_box = table, -- Nodebox to draw the node with
1118 collision_box = table, -- Nodebox to set the collision area
1119 selection_box = table, -- Nodebox to set the area selected by the player
1120 sounds = { -- Table of sounds that the block makes
1121 sound_footstep = SimpleSoundSpec,
1122 sound_dig = SimpleSoundSpec,
1123 sound_dug = SimpleSoundSpec
1125 legacy_facedir_simple = bool, -- Whether to use old facedir
1126 legacy_wallmounted = bool -- Whether to use old wallmounted
1130 #### Item Definition
1134 name = string, -- Name of the item e.g. "default:stone"
1135 description = string, -- Description of the item e.g. "Stone"
1136 type = string, -- Item type: "none", "node", "craftitem", "tool"
1137 inventory_image = string, -- Image in the inventory
1138 wield_image = string, -- Image in wieldmesh
1139 palette_image = string, -- Image for palette
1140 color = Color, -- Color for item
1141 wield_scale = Vector, -- Wieldmesh scale
1142 stack_max = number, -- Number of items stackable together
1143 usable = bool, -- Has on_use callback defined
1144 liquids_pointable = bool, -- Whether you can point at liquids with the item
1145 tool_capabilities = <table>, -- If the item is a tool, tool capabilities of the item
1146 groups = table, -- Groups of the item
1147 sound_place = SimpleSoundSpec, -- Sound played when placed
1148 sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
1149 node_placement_prediction = string -- Node placed in client until server catches up
1154 ### Chat command definition (`register_chatcommand`)
1157 params = "<name> <privilege>", -- Short parameter description
1158 description = "Remove privilege from player", -- Full description
1159 func = function(param), -- Called when command is run.
1160 -- Returns boolean success and text output.
1165 address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
1166 ip = "203.0.113.156", -- The IP address of the server.
1167 port = 30000, -- The port the client is connected to.
1168 protocol_version = 30 -- Will not be accurate at start up as the client might not be connected to the server yet, in that case it will be 0.
1172 ### HUD Definition (`hud_add`, `hud_get`)
1175 hud_elem_type = "image", -- see HUD element types, default "text"
1176 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
1177 position = {x=0.5, y=0.5},
1178 -- ^ Left corner position of element, default `{x=0,y=0}`.
1179 name = "<name>", -- default ""
1180 scale = {x=2, y=2}, -- default {x=0,y=0}
1181 text = "<text>", -- default ""
1182 number = 2, -- default 0
1183 item = 3, -- default 0
1184 -- ^ Selected item in inventory. 0 for no item selected.
1185 direction = 0, -- default 0
1186 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
1187 alignment = {x=0, y=0}, -- default {x=0, y=0}
1188 -- ^ See "HUD Element Types"
1189 offset = {x=0, y=0}, -- default {x=0, y=0}
1190 -- ^ See "HUD Element Types"
1191 size = { x=100, y=100 }, -- default {x=0, y=0}
1192 -- ^ Size of element in pixels
1198 Most text can contain escape sequences, that can for example color the text.
1199 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1200 The following functions provide escape sequences:
1201 * `minetest.get_color_escape_sequence(color)`:
1202 * `color` is a [ColorString](#colorstring)
1203 * The escape sequence sets the text color to `color`
1204 * `minetest.colorize(color, message)`:
1206 `minetest.get_color_escape_sequence(color) ..
1208 minetest.get_color_escape_sequence("#ffffff")`
1209 * `minetest.get_background_escape_sequence(color)`
1210 * `color` is a [ColorString](#colorstring)
1211 * The escape sequence sets the background of the whole text element to
1212 `color`. Only defined for item descriptions and tooltips.
1213 * `minetest.strip_foreground_colors(str)`
1214 * Removes foreground colors added by `get_color_escape_sequence`.
1215 * `minetest.strip_background_colors(str)`
1216 * Removes background colors added by `get_background_escape_sequence`.
1217 * `minetest.strip_colors(str)`
1218 * Removes all color escape sequences.
1222 `#RGB` defines a color in hexadecimal format.
1224 `#RGBA` defines a color in hexadecimal format and alpha channel.
1226 `#RRGGBB` defines a color in hexadecimal format.
1228 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1230 Named colors are also supported and are equivalent to
1231 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1232 To specify the value of the alpha channel, append `#AA` to the end of the color name
1233 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1234 value must (always) be two hexadecimal digits.
1238 `{a = alpha, r = red, g = green, b = blue}` defines an ARGB8 color.
1242 The position field is used for all element types.
1244 To account for differing resolutions, the position coordinates are the percentage
1245 of the screen, ranging in value from `0` to `1`.
1247 The name field is not yet used, but should contain a description of what the
1248 HUD element represents. The direction field is the direction in which something
1251 `0` draws from left to right, `1` draws from right to left, `2` draws from
1252 top to bottom, and `3` draws from bottom to top.
1254 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1255 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1256 Fractional values can be used.
1258 The `offset` field specifies a pixel offset from the position. Contrary to position,
1259 the offset is not scaled to screen size. This allows for some precisely-positioned
1262 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1264 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1266 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1267 in the experimental stages.
1270 Displays an image on the HUD.
1272 * `scale`: The scale of the image, with 1 being the original texture size.
1273 Only the X coordinate scale is used (positive values).
1274 Negative values represent that percentage of the screen it
1275 should take; e.g. `x=-100` means 100% (width).
1276 * `text`: The name of the texture that is displayed.
1277 * `alignment`: The alignment of the image.
1278 * `offset`: offset in pixels from position.
1281 Displays text on the HUD.
1283 * `scale`: Defines the bounding rectangle of the text.
1284 A value such as `{x=100, y=100}` should work.
1285 * `text`: The text to be displayed in the HUD element.
1286 * `number`: An integer containing the RGB value of the color used to draw the text.
1287 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1288 * `alignment`: The alignment of the text.
1289 * `offset`: offset in pixels from position.
1292 Displays a horizontal bar made up of half-images.
1294 * `text`: The name of the texture that is used.
1295 * `number`: The number of half-textures that are displayed.
1296 If odd, will end with a vertically center-split texture.
1298 * `offset`: offset in pixels from position.
1299 * `size`: If used, will force full-image size to this value (override texture pack image size)
1302 * `text`: The name of the inventory list to be displayed.
1303 * `number`: Number of items in the inventory to be displayed.
1304 * `item`: Position of item that is selected.
1306 * `offset`: offset in pixels from position.
1309 Displays distance to selected world position.
1311 * `name`: The name of the waypoint.
1312 * `text`: Distance suffix. Can be blank.
1313 * `number:` An integer containing the RGB value of the color used to draw the text.
1314 * `world_pos`: World position of the waypoint.
1316 ### Particle definition (`add_particle`)
1319 pos = {x=0, y=0, z=0},
1320 velocity = {x=0, y=0, z=0},
1321 acceleration = {x=0, y=0, z=0},
1322 -- ^ Spawn particle at pos with velocity and acceleration
1324 -- ^ Disappears after expirationtime seconds
1326 collisiondetection = false,
1327 -- ^ collisiondetection: if true collides with physical objects
1328 collision_removal = false,
1329 -- ^ collision_removal: if true then particle is removed when it collides,
1330 -- ^ requires collisiondetection = true to have any effect
1332 -- ^ vertical: if true faces player using y axis only
1333 texture = "image.png",
1334 -- ^ Uses texture (string)
1335 animation = {Tile Animation definition},
1336 -- ^ optional, specifies how to animate the particle texture
1338 -- ^ optional, specify particle self-luminescence in darkness
1341 ### `ParticleSpawner` definition (`add_particlespawner`)
1346 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1347 minpos = {x=0, y=0, z=0},
1348 maxpos = {x=0, y=0, z=0},
1349 minvel = {x=0, y=0, z=0},
1350 maxvel = {x=0, y=0, z=0},
1351 minacc = {x=0, y=0, z=0},
1352 maxacc = {x=0, y=0, z=0},
1357 -- ^ The particle's properties are random values in between the bounds:
1358 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1359 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1360 collisiondetection = false,
1361 -- ^ collisiondetection: if true uses collision detection
1362 collision_removal = false,
1363 -- ^ collision_removal: if true then particle is removed when it collides,
1364 -- ^ requires collisiondetection = true to have any effect
1366 -- ^ vertical: if true faces player using y axis only
1367 texture = "image.png",
1368 -- ^ Uses texture (string)